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Looking for a versatile Sorc Build
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<blockquote data-quote="zeo_evil" data-source="post: 1716054" data-attributes="member: 11766"><p>Not sure if this will help, but I have been playing this for awhile now. We use a 38 point buy for our high-powered game. Also using Game Mechanics alternate death rules (negative level not level loss). Multiple deaths are not unlikely. Otherwise, v.3.5 by the books. I like the Battle Sorcerer because it opens up many intrigueing prestige class options that a sorcerer might not otherwise have. Consider the spellsword and eldritch knight prestige classes for starters. Would otherwise require more fighter levels to get the base attack bonus. Behold, Fylk the Furious! Appologies for my character sheet style. I use stat blocks not character sheets.</p><p></p><p>Fylk</p><p>Male Kobold Battle Sorcerer 8*/Fighter 1/Spellsword 1</p><p>Experience: 49,750/55,000</p><p>Deity: Tempus</p><p>Hit Dice: 9d8 plus 1d10 (49 hp)</p><p>Initiative: +2</p><p>Speed: 30 ft. (6 squares)</p><p>Armor Class: 24 (+6 Armor, +1 Deflection, +2 Dex, +1 Natural, +3 Shield, +1 Size) touch 14, flat-footed 22</p><p>Base Attack/Grapple: +8/+5</p><p>Attack: +1 keen longsword +12 melee (1d6+2/17-20/x2) or +1 composite (+1 Str bonus) longbow +12 ranged (1d6+2/x3)</p><p>Full Attack: +1 keen longsword +12/+7 melee (1d6+2/17-20/x2) or +1 composite (+1 Str bonus) longbow +12/+7 ranged (1d6+2/x3)</p><p>Special Qualities: Darkvision 60 ft., light sensitivity</p><p>Saves: Fort +9, Ref +7, Will +11</p><p>Abilities: Str 12, Dex 14, Con 11, Int 12, Wis 10, Cha 19</p><p>Languages: Common, Draconic</p><p>Skills: Balance +0, Climb -1, Concentration +11, Craft (trapmaking) +3, Escape Artist +0, Hide +0, Jump -1, Knowledge (arcana) +12, Knowledge (the planes) +4, Move Silently +0, Ride +5, Search +3, Spellcraft +14, Swim -3</p><p>Feats: Combat Casting, Point Blank Shot, Precise Shot, Sharp-Shooting, Weapon Focus (longsword)</p><p>Features: Ignore spell failure 10%</p><p>Alignment: Chaotic good</p><p>Sorcerer Spells Known (5/6/6/6/4): 0-acid splash (+11 ranged touch), detect magic, disrupt undead (+11 ranged touch), electric jolt (+11 ranged touch), mage hand, ray of frost (+11 ranged touch), read magic. 1-lesser cold orb (+11 ranged touch), magic missile, ray of enfeeblement (+11 ranged touch), shocking grasp (+10 melee touch). 2-Melf’s acid arrow (+11 ranged touch), scorching ray (+11 ranged touch), touch of idiocy (+10 melee touch). 3-dispel magic, vampiric touch (+10 melee touch). 4-ice storm. *Caster level 9th.</p><p>Possessions: +1 arrow catching mithral heavy shield, +1 composite (+1 Str bonus) longbow, +1 keen longsword, +1 light fortification (25%) elven chain, 5 gold, 50 masterwork arrows, 6 silver, 67 platinum, backpack, boots of lavawalking (fire resistance 20), cloak of resistance +3, lesser maximize metamagic rod, magic sleeping bag, ring of protection +1, spell component pouch, trail ration (x3), traveler’s outfit, warpony (bit and bridle, riding saddle, saddlebags), waterskin</p><p></p><p>Adjustments for 11th level.</p><p>Battle Sorcerer 9*</p><p>Hit Dice: 10d8 plus 1d10 (54 hp)</p><p>Saves: Fort +10, Ref +8</p><p>Skills: Concentration +12, Knowledge (arcana) +13, Spellcraft +15</p><p>Sorcerer Spells Known (5/6/6/6/5/2): 0-detect poison. 5-Bigby’s interposing hand. *Caster level 10th.</p></blockquote><p></p>
[QUOTE="zeo_evil, post: 1716054, member: 11766"] Not sure if this will help, but I have been playing this for awhile now. We use a 38 point buy for our high-powered game. Also using Game Mechanics alternate death rules (negative level not level loss). Multiple deaths are not unlikely. Otherwise, v.3.5 by the books. I like the Battle Sorcerer because it opens up many intrigueing prestige class options that a sorcerer might not otherwise have. Consider the spellsword and eldritch knight prestige classes for starters. Would otherwise require more fighter levels to get the base attack bonus. Behold, Fylk the Furious! Appologies for my character sheet style. I use stat blocks not character sheets. Fylk Male Kobold Battle Sorcerer 8*/Fighter 1/Spellsword 1 Experience: 49,750/55,000 Deity: Tempus Hit Dice: 9d8 plus 1d10 (49 hp) Initiative: +2 Speed: 30 ft. (6 squares) Armor Class: 24 (+6 Armor, +1 Deflection, +2 Dex, +1 Natural, +3 Shield, +1 Size) touch 14, flat-footed 22 Base Attack/Grapple: +8/+5 Attack: +1 keen longsword +12 melee (1d6+2/17-20/x2) or +1 composite (+1 Str bonus) longbow +12 ranged (1d6+2/x3) Full Attack: +1 keen longsword +12/+7 melee (1d6+2/17-20/x2) or +1 composite (+1 Str bonus) longbow +12/+7 ranged (1d6+2/x3) Special Qualities: Darkvision 60 ft., light sensitivity Saves: Fort +9, Ref +7, Will +11 Abilities: Str 12, Dex 14, Con 11, Int 12, Wis 10, Cha 19 Languages: Common, Draconic Skills: Balance +0, Climb -1, Concentration +11, Craft (trapmaking) +3, Escape Artist +0, Hide +0, Jump -1, Knowledge (arcana) +12, Knowledge (the planes) +4, Move Silently +0, Ride +5, Search +3, Spellcraft +14, Swim -3 Feats: Combat Casting, Point Blank Shot, Precise Shot, Sharp-Shooting, Weapon Focus (longsword) Features: Ignore spell failure 10% Alignment: Chaotic good Sorcerer Spells Known (5/6/6/6/4): 0-acid splash (+11 ranged touch), detect magic, disrupt undead (+11 ranged touch), electric jolt (+11 ranged touch), mage hand, ray of frost (+11 ranged touch), read magic. 1-lesser cold orb (+11 ranged touch), magic missile, ray of enfeeblement (+11 ranged touch), shocking grasp (+10 melee touch). 2-Melf’s acid arrow (+11 ranged touch), scorching ray (+11 ranged touch), touch of idiocy (+10 melee touch). 3-dispel magic, vampiric touch (+10 melee touch). 4-ice storm. *Caster level 9th. Possessions: +1 arrow catching mithral heavy shield, +1 composite (+1 Str bonus) longbow, +1 keen longsword, +1 light fortification (25%) elven chain, 5 gold, 50 masterwork arrows, 6 silver, 67 platinum, backpack, boots of lavawalking (fire resistance 20), cloak of resistance +3, lesser maximize metamagic rod, magic sleeping bag, ring of protection +1, spell component pouch, trail ration (x3), traveler’s outfit, warpony (bit and bridle, riding saddle, saddlebags), waterskin Adjustments for 11th level. Battle Sorcerer 9* Hit Dice: 10d8 plus 1d10 (54 hp) Saves: Fort +10, Ref +8 Skills: Concentration +12, Knowledge (arcana) +13, Spellcraft +15 Sorcerer Spells Known (5/6/6/6/5/2): 0-detect poison. 5-Bigby’s interposing hand. *Caster level 10th. [/QUOTE]
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